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[DEVBLOG#283] Hardweave and Hayweave

Hey guys and gals and welcome to a short development blog about some new stuff we're adding to Vanilla Factions Expanded - Medieval 2!

Among the new armors added, we're adding something called a padded armor.

 

A thick, quilted garment designed to absorb impacts and provide moderate protection. Often used by foot soldiers or worn under heavier armor.

I've added this armor to add a low-tier level of armor you can craft when you don't want thick leather or plate armor. It can be crafted from any fabric (not leather), which means devilstrand, hyperweave and cloth.

This however meant we needed some new textiles, and medieval times was roughly the time when some new textiles were invented.

These materials bring fresh crafting opportunities, each with unique advantages and drawbacks. Let’s explore what makes them special!

Hardweave: The Tough Alternative to Cloth

Hardweave is a durable fabric made from woven smokeleaf threads. Designed as a more resistant alternative to cloth, it provides improved armor values while sacrificing some insulation properties. It is crafted by weaving 50 smokeleaf leaves into 25 Hardweave at a tailoring bench or crafting spot. We picked smokeleaf because it's technically hemp.

Key Features:

Hayweave: The Desperate Survivor’s Fabric

Hayweave is a rough, brittle textile created from woven haygrass. It is a cheap, easily accessible alternative for colonies that lack other materials. However, it is highly flammable and lacks the durability needed for long-term use.

Key Features:

Hardleather: The Resilient Leather Upgrade

Hardleather is a reinforced leather material that combines the flexibility of traditional leather with enhanced toughness. It is crafted by treating standard leather with special hardening agents, making it a superior option for armor and durable equipment. You do it through the Boilpot structure - the process takes a while, but will turn patchleather (normally inferior) into a superior and more resilient hardleather.

Key Features:

That's it for now, I'll be back soon with more!

Comments

so excited for medieval 2!!!

Tia

Our goal is always releasing a polished and well tested mod. Medieval 2 isn’t even in testing yet, where it will spend at least a month.

Oskar Potocki

Ooooohhh, these are cool!

Robert McPherson

I might actually start making patchleather to turn into hardleather. Makes it easy to use those more useless leather types and keep the production going. But here eagerly awaiting it. I will probably start a new game once this comes out with the tribal start.

Stim

So hyped, really hope it release soon so I can start my new colony

Corentin Lieutenan T

Big YES

KaneLives

Mfw no linen. But i like that you added cuir bouilli

HeinrichK

think you might have made a mistake in the description. When talking about hardweave and how to make it you mention smokelead and Hardweave to make Hardweave

Casey Alce

I appreciate that you guys don't just add variety to add variety. Everything has a purpose and a tradeoff. I'm very excited about these options and have definitely lived in biomes where I didn't have the growing time for cotton. You guys rock!

Lisa Hennessey

Maybe just posting the values for some other materials here, for comparison. Values taken out of the game directly: Cloth: Durability: 100% Def: 36%/0%/18% (Sharp/Blunt/Heat) Ins: 18°C/18°C (Cold/Hot) Flam: 120% Plainleather: Dur: 130% Def: 81%/24%/150% Ins: 16°C/16°C Flam: 100% Patchleather: Dur: 100% Def: 45%/19%/90% Ins: 9°C/9°C Flam: 100% Lightleather: Dur: 100% Def: 54%/14%/150% Ins: 12°C/12°C Flam: 100% ...Huh. These numbers actually do not look too great for the hardleather. With extra steps in manufacture, at these numbers, it seems to be barely an upgrade to patchleather.

Kristian West

Hayweave is meant to be the poor man’s cloth!

Oskar Potocki

Did some quick math, my assumption is that the resistance % is the final value of a padded Armor, because from what I understand the materials have a factor like the clothing, not an actual %. In that case, it’s comparable to wolf skin, better blunt resistance, worse insulation (rhino leather level insulation). It also has a low flammability, just a little worse than hyperweave in that stat

Thomas Grummett

Hayweave also might make sense pulling early double duty, since you might be growing haygrass anyway for animal feed, so having some emergency fabric in case of a bad cold-snap or something could be useful.

DrKartoffelsalat

How does hardleather compare to certain animal leathers? I imagine it's weaker than thrumbofur, but like, against bearskin or wolfskin, is it sturdier?

Félix Dubois

Cotton takes a LOT of time compared to haygrass. In certain biomes with shorter growing seasons, you may not have time to grow cotton while you could harvest haygrass without issue.

Félix Dubois

Also, since the topic of leather is linked to this post: Since the big creatures (Fenrir/Njörun/Lothurr) return according to the blog post a while ago, will they still have their old leathers? I really liked going out to the hunts to get enough of those leathers to clad my colonists in luxurious Pelt Coats.

Kristian West

Looks very cool, I like it. Will definitely use the new fabrics during my runs, in particular when I do not have access to the higher tier materials yet. EDIT due to accidental post: - Hardweave looks the most interesting for protective gear, in particular when doing a "harm no animals" run. And the fabrication from Smokeleaf leaves makes me finally plant some of that stuff. - Hayweave I have a bit of difficulty picturing a use for, since I cannot see much difference in growing Cotton and growing Haygrass. - Hardleather will be really useful for runs on harsher maps. Currently doing an Ice sheet run where I got a trickle of different leathers from early manhunters, but nothing in useful quantities. Turning patchleather into a better material will be a godsend there.

Kristian West


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